void VideoBackend::Video_Prepare() { // Better be safe... s_efbAccessRequested = FALSE; s_FifoShuttingDown = FALSE; s_swapRequested = FALSE; // internal interfaces g_renderer = new Renderer(m_window_handle); g_texture_cache = new TextureCache; g_vertex_manager = new VertexManager; g_perf_query = new PerfQuery; VertexShaderCache::Init(); PixelShaderCache::Init(); D3D::InitUtils(); // VideoCommon BPInit(); Fifo_Init(); IndexGenerator::Init(); VertexLoaderManager::Init(); OpcodeDecoder_Init(); VertexShaderManager::Init(); PixelShaderManager::Init(); CommandProcessor::Init(); PixelEngine::Init(); // Tell the host that the window is ready Host_Message(WM_USER_CREATE); }
// This is called after Initialize() from the Core // Run from the graphics thread void VideoBackend::Video_Prepare() { GLInterface->MakeCurrent(); g_renderer = std::make_unique<Renderer>(); CommandProcessor::Init(); PixelEngine::Init(); BPInit(); g_vertex_manager = std::make_unique<VertexManager>(); g_perf_query = GetPerfQuery(); Fifo_Init(); // must be done before OpcodeDecoder_Init() OpcodeDecoder_Init(); IndexGenerator::Init(); VertexShaderManager::Init(); PixelShaderManager::Init(); GeometryShaderManager::Init(); ProgramShaderCache::Init(); g_texture_cache = std::make_unique<TextureCache>(); g_sampler_cache = std::make_unique<SamplerCache>(); Renderer::Init(); VertexLoaderManager::Init(); TextureConverter::Init(); BoundingBox::Init(); // Notify the core that the video backend is ready Host_Message(WM_USER_CREATE); }
void VideoBackend::Video_Prepare() { // internal interfaces g_renderer = new Renderer(m_window_handle); g_texture_cache = new TextureCache; g_vertex_manager = new VertexManager; g_perf_query = new PerfQuery; VertexShaderCache::Init(); PixelShaderCache::Init(); GeometryShaderCache::Init(); D3D::InitUtils(); // VideoCommon BPInit(); Fifo_Init(); IndexGenerator::Init(); VertexLoaderManager::Init(); OpcodeDecoder_Init(); VertexShaderManager::Init(); PixelShaderManager::Init(); GeometryShaderManager::Init(); CommandProcessor::Init(); PixelEngine::Init(); BBox::Init(); // Tell the host that the window is ready Host_Message(WM_USER_CREATE); }
void VideoBackend::Video_Prepare() { // Better be safe... s_efbAccessRequested = FALSE; s_FifoShuttingDown = FALSE; s_swapRequested = FALSE; // internal interfaces g_vertex_manager = new VertexManager; g_renderer = new Renderer; g_texture_cache = new TextureCache; // VideoCommon BPInit(); Fifo_Init(); VertexLoaderManager::Init(); OpcodeDecoder_Init(); VertexShaderManager::Init(); PixelShaderManager::Init(); CommandProcessor::Init(); PixelEngine::Init(); DLCache::Init(); // Notify the core that the video backend is ready Host_Message(WM_USER_CREATE); }
// This is called after Video_Initialize() from the Core void VideoSoftware::Video_Prepare() { g_renderer = std::make_unique<SWRenderer>(); CommandProcessor::Init(); PixelEngine::Init(); BPInit(); g_vertex_manager = std::make_unique<SWVertexLoader>(); g_perf_query = std::make_unique<PerfQuery>(); Fifo::Init(); // must be done before OpcodeDecoder::Init() OpcodeDecoder::Init(); IndexGenerator::Init(); VertexShaderManager::Init(); PixelShaderManager::Init(); g_texture_cache = std::make_unique<TextureCache>(); SWRenderer::Init(); VertexLoaderManager::Init(); g_framebuffer_manager = std::make_unique<FramebufferManager>(); // Notify the core that the video backend is ready Host_Message(WM_USER_CREATE); INFO_LOG(VIDEO, "Video backend initialized."); }
// This is called after Initialize() from the Core // Run from the graphics thread void VideoBackend::Video_Prepare() { GLInterface->MakeCurrent(); g_renderer = new Renderer; CommandProcessor::Init(); PixelEngine::Init(); BPInit(); g_vertex_manager = new VertexManager; g_perf_query = new PerfQuery; Fifo_Init(); // must be done before OpcodeDecoder_Init() OpcodeDecoder_Init(); IndexGenerator::Init(); VertexShaderManager::Init(); PixelShaderManager::Init(); ProgramShaderCache::Init(); g_texture_cache = new TextureCache(); g_sampler_cache = new SamplerCache(); Renderer::Init(); VertexLoaderManager::Init(); TextureConverter::Init(); // Notify the core that the video backend is ready Host_Message(WM_USER_CREATE); }
// This is called after Initialize() from the Core // Run from the graphics thread void VideoBackend::Video_Prepare() { GLInterface->MakeCurrent(); g_renderer = new Renderer; s_efbAccessRequested = false; s_FifoShuttingDown = false; s_swapRequested = false; CommandProcessor::Init(); PixelEngine::Init(); g_texture_cache = new TextureCache; BPInit(); g_vertex_manager = new VertexManager; Fifo_Init(); // must be done before OpcodeDecoder_Init() OpcodeDecoder_Init(); VertexShaderCache::Init(); VertexShaderManager::Init(); PixelShaderCache::Init(); PixelShaderManager::Init(); PostProcessing::Init(); GL_REPORT_ERRORD(); VertexLoaderManager::Init(); TextureConverter::Init(); DLCache::Init(); // Notify the core that the video backend is ready Host_Message(WM_USER_CREATE); }
bool VideoBackend::Initialize(void* window_handle) { InitializeShared(); InitBackendInfo(); // Load Configs g_Config.Load(File::GetUserPath(D_CONFIG_IDX) + "GFX.ini"); g_Config.GameIniLoad(); g_Config.UpdateProjectionHack(); g_Config.VerifyValidity(); UpdateActiveConfig(); // Do our OSD callbacks OSD::DoCallbacks(OSD::CallbackType::Initialization); // Initialize VideoCommon CommandProcessor::Init(); PixelEngine::Init(); BPInit(); Fifo::Init(); OpcodeDecoder::Init(); IndexGenerator::Init(); VertexShaderManager::Init(); PixelShaderManager::Init(); VertexLoaderManager::Init(); Host_Message(WM_USER_CREATE); return true; }
void VideoBackend::Video_Prepare() { // internal interfaces g_renderer = std::make_unique<Renderer>(m_window_handle); g_texture_cache = std::make_unique<TextureCache>(); g_vertex_manager = std::make_unique<VertexManager>(); g_perf_query = std::make_unique<PerfQuery>(); g_xfb_encoder = std::make_unique<XFBEncoder>(); ShaderCache::Init(); ShaderConstantsManager::Init(); StaticShaderCache::Init(); StateCache::Init(); // PSO cache is populated here, after constituent shaders are loaded. D3D::InitUtils(); // VideoCommon BPInit(); Fifo::Init(); IndexGenerator::Init(); VertexLoaderManager::Init(); OpcodeDecoder::Init(); VertexShaderManager::Init(); PixelShaderManager::Init(true); GeometryShaderManager::Init(); CommandProcessor::Init(); PixelEngine::Init(); BBox::Init(); // Tell the host that the window is ready Host_Message(WM_USER_CREATE); }
void VideoBackendBase::InitializeShared() { memset(&g_main_cp_state, 0, sizeof(g_main_cp_state)); memset(&g_preprocess_cp_state, 0, sizeof(g_preprocess_cp_state)); memset(texMem, 0, TMEM_SIZE); // Do our OSD callbacks OSD::DoCallbacks(OSD::CallbackType::Initialization); // do not initialize again for the config window m_initialized = true; s_FifoShuttingDown.Clear(); memset((void*)&s_beginFieldArgs, 0, sizeof(s_beginFieldArgs)); m_invalid = false; frameCount = 0; CommandProcessor::Init(); Fifo::Init(); OpcodeDecoder::Init(); PixelEngine::Init(); BPInit(); VertexLoaderManager::Init(); IndexGenerator::Init(); VertexShaderManager::Init(); GeometryShaderManager::Init(); PixelShaderManager::Init(); g_Config.Load(File::GetUserPath(D_CONFIG_IDX) + "GFX.ini"); g_Config.GameIniLoad(); g_Config.UpdateProjectionHack(); g_Config.VerifyValidity(); UpdateActiveConfig(); // Notify the core that the video backend is ready Host_Message(WM_USER_CREATE); }